Yeah, i already spent about a half hour trying to pull it off archive.org :/ Really, it's not a huge loss as i was planning on rewriting it all trying to organize it better, but the sprites were drawn by someone else (Calvin, i think?) and were so very beautiful!

I didn't find any Monopoly stuff sorry, but I did find a version of that tilemapper you were working on.

EDIT:Well what I said isn't exactly true I just found what must be an old version of a Greyscale titlescreen. It needs to be touched up a bit, but its pretty good. I'll keep digging, maybe I'll find some pieces or something.

Right now i can't promise anything, ideally it'd have both, though honestly i think an AI is more important than multiplayer support (who here actually knows anyone else with a calculator to play it with? I don't even have a calculator anymore!). Multiplayer support would be really easy to add in, though. Basically, i used the mapper from my tilemapper project on the old site and organized it a lot better. Now, every interaction is handled at the tile level. For example, when you reach a corner, the tile tells the player to change direction, it's no longer hard-coded like in the old version. You can also move the camera freely to see what's on the rest of the board by holding Alpha (and moving with the arrow keys). Each property is now 16x16 which makes the map easier to handle (though admittedly it isn't as pretty) and has it's own "brush" so i can program in actions (such as the change player direction at the corners). I suppose it could be used to make pretty much any similar board game without too much modification, just drawing the new map and programming in the tile actions...

Unfortunately i probably won't have as much time next week, so who knows if this version'll have the same fate as my first Monopoly attempt. So... i can't say for sure whether or not it's actually a project, i just felt like programming something today If there is progress, i might see about entering zContest, right now i think there's only two asm entries (both by Contra), so a little competition might be fun.

Looks awesome, sounds like this version is planned out better than old one. I can draw up some pieces for you. Looks like they're 16x16 as well. I think the old ones I had were 8x8 or something and yeah still no luck on those.

Yeah, the old game was really messy. If you feel up to the task, i'd be really happy about some pieces The old ones were indeed much smaller because the old mad had thinner properties and some weird dimensions (maybe 8x12? I don't remember anymore).

It's my own custom font (hopefully you haven't paid attention to the s's, they are incredibly ugly), my tilemapper routine doesn't use the gbuf so i can't really use TI's text routines unless i feel like writing another fastcopy routine. Also, it's basically molded around the individual letters, so each sprite holds 2-4 letters/symbols (i think i've got like... 33 5x8 sprites) and doesn't conform at all to ASCII values, so i had to write a small converter to convert my texts. If you've got any suggestions to improve the font, i'd be glad to hear them The whole text system needs a revamping anyway. I also created the chance routine, which turned out to be a lot more fun than i'd thought, at least until it came time to write up/convert all the texts. I was trying to think of a simple way to shuffle the cards and came up with this:

setUpChance:ldhl,chanceDeck+16ldb,16ld(hl),b;set up the chance deck, default valuesdechl; from top (chanceDeck+16) to bottom (chanceDeck+1)djnz $-2ld(hl),b;store the last value (chanceDeck)pushhl;hl=chanceDeckpopix;ix=chanceDeckdechlldb,16;we have 16 cards, so shuffle all 16sUC_shuffle:pushbcpushhl;every iteration hl should start off at chanceDeck-1ldb,(255/17)+1;random number between 1-17call randomNumber ;return random number in bldb,0;reset upper byte of bcaddhl,bc;bc = the random number, so swap theldb,(hl); current card (ix) with another randomldc,(ix); card (hl)ld(hl),cld(ix),bincix;go to the next card in the listpophlpopbc;our loop counterdjnz sUC_shuffleret

I have a table of addresses pointing to the Chance text cards stored within the program and used saferam4 (wherever that is, thanks ion include file!) to store another table (chanceDeck) which is used as the actual deck and is a bit easier to work with than 2-byte values.

I suppose you could run through it a couple times to shuffle it better, but it's not really worth it for chance cards I guess you've got your own shuffle routine for Wizards, too The community chest routine will be pretty much the same thing, just with different tables. I haven't programmed any of the actions yet, though, as the player currently doesn't have any money.

The letters range from (Y*X, i always forget which goes first) 5x2 to 5x5, they are put together to form a full 8 bits. Thus the 5x5 sprites are squished in with the 5x3 sprites forming one 5x8 sprite, the same with the 5x4 sprites, 5x2, etc. So in the 32 or so sprites I have, there are i think 66 letters, numbers (i used the same sprite for O and 0), and symbols.

Thanks for the font pack, though i think there isn't much i can do with such a small font. I changed it back to the TI's version, which is also really ugly, but i must admit it does look better than my zigzag.

EDIT: Yep, it's the same 's' as in your font pack. I'm gonna try to make the text routine a little more flexible (fitting multiple strings in one text box, scrolling longer texts, etc.)

the new s

monopoly.gif (1.57 KiB) Viewed 26635 times

UPDATE: So now i can draw more than one string at a time (see screenshot):

It's not as pretty as before (just "ld hl,(hl)" / call drawText), but it works. Also got around to clipping the sprites, which was ridiculously easy as my gbuf has an extra row/column I'm currently drawing up how i want to store the player information and plan to add another character to the board which'll be the first ever multiplayer version of my Monopoly game! I've also separated the word-counting routine thinking i could potentially use it to center the "Chance" text and whatever other texts i feel like.

I've changed the 'h', and i think i might make it so that 'g', 'j', 'p', 'q', & 'y' are drawn with their tails one pixel lower than the other letters. That might help a little. Thanks for the feedback! I was looking at some of the texts yesterday (in particular, "each") and thinking that it looks really awkward. Some of the letters i really like though (for example, the e ). The lowercase v, i'm not sure what i can do to make it look better, it's an awkward size :/

UPDATE: Here's the new text for passing GO:

monopoly.gif (1.58 KiB) Viewed 26624 times

You can see that the p's are drawn one pixel lower (the other letters i mentioned above are too). Also, i changed the 'h', the 's', and i think that's it.And to compare with the old screenshot, here's that same card (i went around the board about 50 times before it popped up, too lazy to force it )